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wined3d: Move shader input/output signatures to IWineD3DBaseShaderClass.
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@ -3190,7 +3190,7 @@ static void init_ps_input(const IWineD3DPixelShaderImpl *This, const struct arb_
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"fragment.texcoord[4]", "fragment.texcoord[5]", "fragment.texcoord[6]", "fragment.texcoord[7]"
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};
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unsigned int i;
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const struct wined3d_shader_signature_element *sig = This->input_signature;
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const struct wined3d_shader_signature_element *sig = This->baseShader.input_signature;
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const char *semantic_name;
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DWORD semantic_idx;
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@ -3670,6 +3670,7 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
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"result.texcoord[4]", "result.texcoord[5]", "result.texcoord[6]", "result.texcoord[7]"
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};
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IWineD3DDeviceImpl *device = (IWineD3DDeviceImpl *) shader->baseShader.device;
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IWineD3DBaseShaderClass *baseshader = &shader->baseShader;
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const struct wined3d_shader_signature_element *sig;
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const char *semantic_name;
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DWORD semantic_idx, reg_idx;
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@ -3697,40 +3698,42 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
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priv_ctx->fog_output = "result.fogcoord";
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/* Map declared regs to builtins. Use "TA" to /dev/null unread output */
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for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
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for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
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{
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semantic_name = shader->output_signature[i].semantic_name;
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semantic_name = baseshader->output_signature[i].semantic_name;
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if(semantic_name == NULL) continue;
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if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION))
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{
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TRACE("o%u is TMP_OUT\n", i);
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if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
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if (baseshader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "TMP_OUT";
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else priv_ctx->vs_output[i] = "TA";
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}
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else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE))
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{
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TRACE("o%u is result.pointsize\n", i);
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if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
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if (baseshader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.pointsize";
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else priv_ctx->vs_output[i] = "TA";
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}
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else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_COLOR))
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{
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TRACE("o%u is result.color.?, idx %u\n", i, shader->output_signature[i].semantic_idx);
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if(shader->output_signature[i].semantic_idx == 0) priv_ctx->vs_output[i] = "result.color.primary";
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else if(shader->output_signature[i].semantic_idx == 1) priv_ctx->vs_output[i] = "result.color.secondary";
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TRACE("o%u is result.color.?, idx %u\n", i, baseshader->output_signature[i].semantic_idx);
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if (baseshader->output_signature[i].semantic_idx == 0)
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priv_ctx->vs_output[i] = "result.color.primary";
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else if (baseshader->output_signature[i].semantic_idx == 1)
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priv_ctx->vs_output[i] = "result.color.secondary";
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else priv_ctx->vs_output[i] = "TA";
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}
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else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_TEXCOORD))
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{
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TRACE("o%u is %s\n", i, texcoords[shader->output_signature[i].semantic_idx]);
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if(shader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
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else priv_ctx->vs_output[i] = texcoords[shader->output_signature[i].semantic_idx];
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TRACE("o%u is %s\n", i, texcoords[baseshader->output_signature[i].semantic_idx]);
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if (baseshader->output_signature[i].semantic_idx >= 8) priv_ctx->vs_output[i] = "TA";
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else priv_ctx->vs_output[i] = texcoords[baseshader->output_signature[i].semantic_idx];
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}
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else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_FOG))
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{
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TRACE("o%u is result.fogcoord\n", i);
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if(shader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
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if (baseshader->output_signature[i].semantic_idx > 0) priv_ctx->vs_output[i] = "TA";
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else priv_ctx->vs_output[i] = "result.fogcoord";
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}
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else
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@ -3744,7 +3747,7 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
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/* Instead of searching for the signature in the signature list, read the one from the current pixel shader.
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* Its maybe not the shader where the signature came from, but it is the same signature and faster to find
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*/
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sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->input_signature;
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sig = ((IWineD3DPixelShaderImpl *)device->stateBlock->pixelShader)->baseShader.input_signature;
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TRACE("Pixel shader uses declared varyings\n");
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/* Map builtin to declared. /dev/null the results by default to the TA temp reg */
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@ -3794,24 +3797,24 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
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}
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/* Map declared to declared */
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for(i = 0; i < (sizeof(shader->output_signature) / sizeof(*shader->output_signature)); i++)
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for (i = 0; i < (sizeof(baseshader->output_signature) / sizeof(*baseshader->output_signature)); ++i)
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{
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/* Write unread output to TA to throw them away */
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priv_ctx->vs_output[i] = "TA";
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semantic_name = shader->output_signature[i].semantic_name;
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semantic_name = baseshader->output_signature[i].semantic_name;
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if(semantic_name == NULL)
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{
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continue;
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}
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if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION) &&
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shader->output_signature[i].semantic_idx == 0)
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if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_POSITION)
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&& baseshader->output_signature[i].semantic_idx == 0)
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{
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priv_ctx->vs_output[i] = "TMP_OUT";
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continue;
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}
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else if(shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE) &&
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shader->output_signature[i].semantic_idx == 0)
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else if (shader_match_semantic(semantic_name, WINED3DDECLUSAGE_PSIZE)
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&& baseshader->output_signature[i].semantic_idx == 0)
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{
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priv_ctx->vs_output[i] = "result.pointsize";
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continue;
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@ -3824,8 +3827,8 @@ static void init_output_registers(IWineD3DVertexShaderImpl *shader, DWORD sig_nu
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continue;
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}
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if(strcmp(sig[j].semantic_name, semantic_name) == 0 &&
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sig[j].semantic_idx == shader->output_signature[i].semantic_idx)
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if (strcmp(sig[j].semantic_name, semantic_name) == 0
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&& sig[j].semantic_idx == baseshader->output_signature[i].semantic_idx)
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{
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priv_ctx->vs_output[i] = decl_idx_to_string[sig[j].register_idx];
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@ -4017,7 +4020,7 @@ static struct arb_ps_compiled_shader *find_arb_pshader(IWineD3DPixelShaderImpl *
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shader_data->clamp_consts = shader->baseShader.reg_maps.shader_version.major == 1;
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if(shader->baseShader.reg_maps.shader_version.major < 3) shader_data->input_signature_idx = ~0;
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else shader_data->input_signature_idx = find_input_signature(priv, shader->input_signature);
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else shader_data->input_signature_idx = find_input_signature(priv, shader->baseShader.input_signature);
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shader_data->has_signature_idx = TRUE;
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TRACE("Shader got assigned input signature index %u\n", shader_data->input_signature_idx);
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@ -3606,7 +3606,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
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WORD map = vs->baseShader.reg_maps.output_registers;
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/* The vertex shader writes to its own varyings, the pixel shader needs them in the builtin ones */
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output_signature = vs->output_signature;
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output_signature = vs->baseShader.output_signature;
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shader_addline(buffer, "void order_ps_input(in vec4 OUT[%u]) {\n", MAX_REG_OUTPUT);
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for (i = 0; map; map >>= 1, ++i)
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@ -3658,7 +3658,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
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} else if(ps_major >= 3 && vs_major >= 3) {
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WORD map = vs->baseShader.reg_maps.output_registers;
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output_signature = vs->output_signature;
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output_signature = vs->baseShader.output_signature;
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/* This one is tricky: a 3.0 pixel shader reads from a 3.0 vertex shader */
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shader_addline(buffer, "varying vec4 IN[%u];\n", vec4_varyings(3, gl_info));
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@ -3683,7 +3683,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
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}
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/* Then, fix the pixel shader input */
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handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->input_signature,
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handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
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&ps->baseShader.reg_maps, output_signature, &vs->baseShader.reg_maps);
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shader_addline(buffer, "}\n");
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@ -3694,7 +3694,7 @@ static GLhandleARB generate_param_reorder_function(struct wined3d_shader_buffer
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* point size, but we depend on the optimizers kindness to find out that the pixel shader doesn't
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* read gl_TexCoord and gl_ColorX, otherwise we'll run out of varyings
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*/
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handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->input_signature,
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handle_ps3_input(buffer, gl_info, ps->input_reg_map, ps->baseShader.input_signature,
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&ps->baseShader.reg_maps, NULL, NULL);
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shader_addline(buffer, "}\n");
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} else {
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@ -3766,7 +3766,8 @@ static GLuint shader_glsl_generate_pshader(const struct wined3d_context *context
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/* Pack 3.0 inputs */
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if (reg_maps->shader_version.major >= 3 && args->vp_mode != vertexshader)
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{
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shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer, This->input_signature, reg_maps, args->vp_mode);
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shader_glsl_input_pack((IWineD3DPixelShader *) This, buffer,
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This->baseShader.input_signature, reg_maps, args->vp_mode);
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}
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/* Base Shader Body */
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@ -318,7 +318,7 @@ static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader,
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shader->min_rel_offset = device->d3d_vshader_constantF;
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shader->max_rel_offset = 0;
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hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
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reg_maps, shader->input_signature, shader->output_signature,
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reg_maps, shader->baseShader.input_signature, shader->baseShader.output_signature,
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byte_code, device->d3d_vshader_constantF);
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if (FAILED(hr)) return hr;
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@ -328,8 +328,9 @@ static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader,
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{
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if (!(map & 1) || !shader->baseShader.input_signature[i].semantic_name) continue;
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shader->attributes[i].usage = shader_usage_from_semantic_name(shader->input_signature[i].semantic_name);
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shader->attributes[i].usage_idx = shader->input_signature[i].semantic_idx;
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shader->attributes[i].usage =
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shader_usage_from_semantic_name(shader->baseShader.input_signature[i].semantic_name);
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shader->attributes[i].usage_idx = shader->baseShader.input_signature[i].semantic_idx;
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}
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if (output_signature)
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@ -338,7 +339,7 @@ static HRESULT vertexshader_set_function(IWineD3DVertexShaderImpl *shader,
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{
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struct wined3d_shader_signature_element *e = &output_signature->elements[i];
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reg_maps->output_registers |= 1 << e->register_idx;
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shader->output_signature[e->register_idx] = *e;
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shader->baseShader.output_signature[e->register_idx] = *e;
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}
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}
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@ -677,7 +678,7 @@ static HRESULT pixelshader_set_function(IWineD3DPixelShaderImpl *shader,
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/* Second pass: figure out which registers are used, what the semantics are, etc.. */
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hr = shader_get_registers_used((IWineD3DBaseShader *)shader, fe,
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reg_maps, shader->input_signature, NULL,
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reg_maps, shader->baseShader.input_signature, NULL,
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byte_code, device->d3d_pshader_constantF);
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if (FAILED(hr)) return hr;
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@ -2621,6 +2621,9 @@ typedef struct IWineD3DBaseShaderClass
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struct list constantsI;
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shader_reg_maps reg_maps;
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struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
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struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
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/* Pointer to the parent device */
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IWineD3DDevice *device;
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struct list shader_list_entry;
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@ -2729,10 +2732,8 @@ typedef struct IWineD3DVertexShaderImpl {
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/* IWineD3DBaseShader */
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IWineD3DBaseShaderClass baseShader;
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/* Vertex shader input and output semantics */
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/* Vertex shader attributes. */
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struct wined3d_shader_attribute attributes[MAX_ATTRIBS];
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struct wined3d_shader_signature_element input_signature[max(MAX_ATTRIBS, MAX_REG_INPUT)];
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struct wined3d_shader_signature_element output_signature[MAX_REG_OUTPUT];
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UINT min_rel_offset, max_rel_offset;
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UINT rel_offset;
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@ -2773,7 +2774,6 @@ typedef struct IWineD3DPixelShaderImpl {
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IWineD3DBaseShaderClass baseShader;
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/* Pixel shader input semantics */
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struct wined3d_shader_signature_element input_signature[MAX_REG_INPUT];
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DWORD input_reg_map[MAX_REG_INPUT];
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BOOL input_reg_used[MAX_REG_INPUT];
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unsigned int declared_in_count;
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